Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Possessor Bonus Class 1.7.4Donators/Buyers bonus! Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Starter Martial Potion 1.7.4Gives a Potion of Martial Prowess at character creation (currently limited to Wanderer and Adventurer since I could not figure out how to make it work without specifying classes). Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! TK Mindstars Are Weapons 1.7.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net No More Level Ten Warnings 1.7.0Removes the "only offers talents at level 10" warning, allowing you to spend category points in advance. Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Infected 1.7.6Hey! I decided to post a beta in the hopes of getting some inspiration and feedback on various mechanics. Everything from talent names to design goals to specific trees is appreciated :) The infected is afflicted by various infections; unique diseases which they spread to their enemies upon touch. These slow, durable melee fighters can use both attacks and magic to afflict their enemies with a plethora of diseases, eventually killing anything. They lack mobility but have many ways to heal and reduce damage. Infected relies on strength, magic and constitution.
Thanks to: Since I'm looking for feedback I'll share what I'm looking for feedback on and my future plans. (No reason to read this before trying the mod ;) Intended Strengths: + Has damage smear, which makes infected really hard to burst in a single round. +Great healing and durability. + Good damage after a while, unlike bulwark where you get fights that just seem to go on forever. Intended Weaknesses: Have I managed/failed to achieve any of these? Are some of these are just bad ideas? --- Problems, Plans and Thoughts --- -An unarmed tree! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Artificer |
Level / Exp | 6 / 34% |
Size | medium |
Lifes / Deaths | Killed by Polytira the blue jelly at level 6 on the 1st Mirth 122nd year of Ascendancy at 19:11 / 1 |
Primary Stats
Strength | 21 (base 16) |
Dexterity | 11 (base 11) |
Constitution | 20 (base 11) |
Magic | 11 (base 11) |
Willpower | 11 (base 11) |
Cunning | 24 (base 24) |
Resources
Life | -9/200 |
Healing Factor | 1.0870588855781 |
Regeneration | 0.27176472139453 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 33 |
Accuracy | 29 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 29 |
Crit Chance | 9% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Penetration
Darkness | +5% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 10.5 (43.579428603723%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 13 |
Physical Save | 15 |
Spell Save | 9 |
Mental Save | 13 |
Defense: Resistances
Acid | + 16%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Accessory crafting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Armorsmithing | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Imbuing | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Toolsmithing | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Weaponsmithing | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Tool | quick elm wand of conjuration [power 100] (4/10 cooldown) quick elm wand of conjuration [power 100] (4/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 acid damage Activation puts all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Around neck | serendipitous copper amulet of constitution (+6) serendipitous copper amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+6 eff.) Changes stats: +6 Lck / +2 Con Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
In main hand | acidic iron waraxe of massacre (18-25 power, 2 apr) acidic iron waraxe of massacre (18-25 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
Main armor | Umbrasmasher (2 def, 6 armour) Umbrasmasher (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 2 light Changes resistances: +16% acid Changes resistances penetration: +15% lightning / +5% darkness A suit of armour made of mail. |
Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | miner's rough leather cap of constitution (+2) (0 def, 3 armour) miner's rough leather cap of constitution (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Con Infravision radius: +1 A cap made of leather. |
In off hand | mossy mindstar (3-3 power, 14 apr, mind damage) mossy mindstar (3-3 power, 14 apr, mind damage)Requires: - Willpower 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Crafted by: Nastaell Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Inventory
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+7 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 60.28 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (121). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level. insulating pair of rough leather boots (0 def, 1 armour)insulating pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +6% cold A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable iron mail armour (2 def, 11 armour)impenetrable iron mail armour (2 def, 11 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rough leather armour (3 def, 2 armour)rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% A suit of armour made of leather. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
component of blight (robes) component of blight (robes)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +15% - +45% blight Changes damage: * +10% - +30% blight Affinity: robes Components can be used to enhance items being crafted! |
component of constitution (head) component of constitution (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Con Affinity: head Components can be used to enhance items being crafted! |
component of fire resistance (shield) component of fire resistance (shield)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% fire Affinity: shield Components can be used to enhance items being crafted! |
component of fire resistance (body) component of fire resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% fire Affinity: body Components can be used to enhance items being crafted! |
component of illumination (staff) component of illumination (staff)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Defense: +5 - +15 Light radius: +2 - +5 Use talent when activated: Illuminate level 1 - 2 Puts all charms on cooldown for 6 turns Affinity: staff Components can be used to enhance items being crafted! |
component of lightning resistance (shield) component of lightning resistance (shield)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Affinity: shield Components can be used to enhance items being crafted! |
component of persecution (melee) component of persecution (melee)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: Damage against: +5% - +30% Unnatural While equipped: Changes stats: * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
flaming component (melee) flaming component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 20 fire Affinity: melee Components can be used to enhance items being crafted! |
reinforced component (shield) reinforced component (shield)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Block value: +20 - +100 While equipped: Armour: +1 - +11 Affinity: shield Components can be used to enhance items being crafted! |
short component (staff) short component (staff)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Changes weapon from two-handed to one-handed Affinity: staff This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of gale force [power 100] (4/15 cooldown) iron torque of gale force [power 100] (4/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (4/15 cooldown) elm totem of healing [power 110] (4/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration [power 100] (4/15 cooldown) elm wand of conjuration [power 100] (4/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of lightning storm [power 110] (4/15 cooldown) powerful elm wand of lightning storm [power 110] (4/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
War hound hits Nastaell for 10 physical damage.
Melee retaliation hits War hound for 2 light, 11 fire (13 total damage).
Polytira the blue jelly hits Nastaell for 17 cold damage.
Melee retaliation hits Polytira the blue jelly for (3 flat reduction), 0 light, (4 flat reduction), 6 fire (6 total damage).
Nastaell hits Polytira the blue jelly for (4 flat reduction), 26 physical, (4 flat reduction), 4 mind (31 total damage).
War hound hits Nastaell for 10 physical damage.
Melee retaliation hits War hound for 2 light, 11 fire (13 total damage).
Polytira the blue jelly uses Clinch.
Polytira the blue jelly performs a melee critical strike against Nastaell!
Polytira the blue jelly uses Perfect Control.
Nastaell is grappled!
Polytira the blue jelly is engaged in a grapple!
Polytira the blue jelly hits Nastaell for 24 cold damage.
Melee retaliation hits Polytira the blue jelly for (3 flat reduction), 0 light, (4 flat reduction), 6 fire (6 total damage).
Grappled from Polytira the blue jelly hits Nastaell for 18 cold damage.
Nastaell hits Polytira the blue jelly for (4 flat reduction), 26 physical, (4 flat reduction), 3 mind (28 total damage).
Grappling hits Nastaell for 1 cold, 0 cold (1 total damage).
War hound hits Nastaell for 10 physical damage.
Melee retaliation hits War hound for 2 light, 9 fire (11 total damage).
Polytira the blue jelly throws two quick punches.
Polytira the blue jelly performs a melee critical strike against Nastaell!
Polytira the blue jelly performs a melee critical strike against Nastaell!
Polytira the blue jelly hits Nastaell for 28 cold, 27 cold (54 total damage).
Grappling hits Nastaell for 0 cold, 0 cold (0 total damage).
Melee retaliation hits Polytira the blue jelly for (3 flat reduction), 0 light, (4 flat reduction), 5 fire, (3 flat reduction), 0 light, (4 flat reduction), 5 fire (10 total damage).
Polytira the blue jelly hits Nastaell for 17 cold damage.
Melee retaliation hits Polytira the blue jelly for (3 flat reduction), 0 light, (4 flat reduction), 5 fire (5 total damage).
Nastaell the level 6 cornac artificer was cooled to death by Polytira the blue jelly on level 5 of Infinite Dungeon.